Igpaw: Loyola Privacy Policy and End-User License Agreement

END-USER LICENSE AGREEMENT

By downloading, installing, or using Igpaw-Loyola (referred to herein as the “Game”), you, the end-user (referred to herein by the words “you”, “your”, “yours”, and their derivatives), agree to be bound by this End-User License Agreement. This EULA establishes a legal agreement between you and the Ateneo de Manila University (referred to herein as “ADMU” or with words such as “we”, “us”, “our”, and their derivatives) with regard to the use of the Game and its Content.

Content” means the text, script, 2D and 3D assets, interactive features, and other multimedia elements you can view or access through the use of the Game.

If you do not agree with the terms and conditions listed hereof, do not download the Game.

1. Description and Use of the Game

Igpaw-Loyola is an augmented reality, location-based game for Ateneo History and Philippine Myths and Legends developed by ADMU, which you may download and use through a compatible electronic device, such as a smartphone or tablet (“Device”).

The Game is intended to be played in ADMU, Quezon City, necessitating you to be physically present at the said area for you to be able to use the Game to its full extent.

At our discretion and without providing you prior notice, we reserve the right to modify the Game, including but not limited to its design, functionalities, and overall Content. Moreover, we may provide you with updates, upgrades, and/or support for the progression of the Game and its Content.

Additionally, you understand and agree that Content, including any location data, available in the Game is provided to you as is and is intended for entertainment and game play. Hence, it is not guaranteed that they are accurate. You, as a concurring user, should exercise judgment in your use of the Game and its Content.

2. License Grant

You are granted a personal, non-commercial license to download, install, and use the Game and to access the Content within for your use.

3. Restrictions and Ownership

Using the Game does not grant you ownership of any intellectual property rights in the Content that you access. Any form of the utilization of Content from the Game is not permitted unless requisite consent is duly obtained from ADMU. These terms do not accord you the right to own or use any distinguishing branding, trademarks, or logos used exclusively within and for the Game.

Unless awarded with a written authorization from ADMU, the provider of the Game’s Content, you shall not:

1. copy, translate, alter in any way, or create any derivative work of the Game, its Content, or any part thereof;

2. redistribute, publish, sell, or in any other way make the Game available to third parties;

3. use the Game and access its Content through any technology or technique other than those provided by default (such as but not limited to bots, automation software, GPS-mocking, or any form of hacks); or

4. attempt to remove, modify, deface, or circumvent any copyright, trademark, or proprietary notices or labels contained on or within the Game Software;

5. export or re-export the Game Software or any copy or adaptation in violation of any applicable laws or regulations;

Any rights not purposely granted to you herein are herewith reserved by ADMU as the sole and exclusive owner of all rights and titles.

4. Appropriate Conduct

You agree that you are responsible for your own conduct while using the Game and any consequences thereof. You agree to use the Game entirely for its intended purpose and only in accordance with proper and ethical public demeanor. You understand that the Game is designed to be played outside, in the intended area, and you acknowledge probable hazards along with its use. Correspondingly, you recognize the obligation to treat other users and bystanders with courtesy and conduct yourself in an appropriate manner while using the Game.

5. Disclaimer of Warranties

A. YOU AGREE THAT YOUR USE OF THE GAME AND ITS CONTENT SHALL BE AT YOUR OWN RISK. ADMU MAKES NO WARRANTIES ABOUT THE ACCURACY OR COMPLETENESS OF THE GAME AND ITS CONTENT.

B. TO THE FULLEST EXTENT PERMITTED BY LAW, ADMU, ITS OFFICERS, DIRECTOR, MEMBERS, DEVELOPERS, ARTISTS, EMPLOYEES, OR AGENTS DISCLAIM ANY AND ALL WARRANTIES, EXPRESSED OR IMPLIED, IN CONNECTION WITH THE GAME, ITS CONTENT, AND YOUR USE THEREOF.

C. YOU AGREE TO USE YOUR BEST JUDGEMENT AND EXERCISE UTMOST CAUTION WHENEVER APPROPRIATE.

6. Limitation of Liability

IN NO EVENT SHALL ADMU, ITS OFFICERS, DIRECTOR, MEMBERS, DEVELOPERS, ARTISTS, EMPLOYEES, OR AGENTS, UNDER THIS AGREEMENT, OR IN ANY CASE, BE LIABLE TO YOU FOR ANY PERSONAL INJURY OR ACCIDENT, PROPERTY DAMAGE, LOST OR STOLEN PROPERTY (SUCH AS BUT NOT LIMITED TO MOBILE DEVICES AND OTHER PERSONAL BELONGINGS), OR ANY FORM OF PUBLIC MISCONDUCT YOU MAY CONCEIVABLY ORCHESTRATE AS A RESULT OF YOUR USE OF THE GAME AND ITS CONTENT WHETHER BASED ON WARRANTY OR CONTRACT, AND WHETHER OR NOT ADMU IS ADVISED OF THE POSSIBILITY OF SUCH DAMAGES. THE AFORESTATED LIMITATION OF LIABILITY SHALL APPLY TO THE FULLEST EXTENT PERMITTED BY LAW IN THE APPLICABLE JURISDICTION.

FOR AVOIDANCE OF DOUBT, BY DOWNLOADING OR USING THE GAME, YOU HEREBY CONSENT TO THE PROCESSING OF ANY PERSONAL INFORMATION OR SENSITIVE PERSONAL INFORMATION, AS DEFINED UNDER REPUBLIC ACT NO. 10173 OR THE DATA PRIVACY ACT OF 2012, AS MAY BE APPLICABLE.

 


PRIVACY POLICY

Igpaw: Loyola is an educational augmented reality game that is about an alternate reality of ADMU. To play the game, you will use your mobile device — phone or tablet — to interact with mystical beings and historical characters, layered on top of ADMU. The game is location-based, which means you need to be in ADMU to actually play the game.

This policy describes what information we collect and how they are used. As you use the game, we want you to be clear how we’re using your information.

Information We Collect, Why They Are Collected, and How They Are Protected

Collection of Data

The player agrees that ADMU may collect and use the different kinds of information explained in detail below.

Use of Data

ADMU reserves the right to use collected information for research and product improvement. ADMU will not disclose this information in a form that personally identifies the player. Identities of the users will remain anonymous.

Device Information

Device information, such as the operating system, model, processor, and memory, are collected to gather data regarding the different types of devices the game has been run on and to determine which kinds of devices are able to run the game.

Only general information about the device used is collected. Any data pertaining to the identity of the user (e.g. name, gender, age, etc.) is not obtained.

GPS Coordinates

Being a location-based game, collection of relevant GPS Coordinates (Latitude, Longitude, Compass) is necessary to determine whether the player is indeed in ADMU when playing the game,.  and to display the player’s current location and the next location to which the player has to head to next.

The GPS location is only sent to the analytics server whenever the player enters a specific scene of the game. Any other actions taken by the player while playing the game will not make the application send the location of the player to the analytics server. The GPS location is used only to determine whether the player is actually within the ADMU area or not. It is not in any way shared with other players using the game.

Progress / Events in the Game

These are information on the scenes played by the users. Collection of these information is crucial to help us determine which particular scenes, if any, are the players are having a hard time completing. It would also help identify the number of players who are able to compete the objectives of every scene in the game. Also, and to determine the paths taken by the players while playing the game.

The data sent to the analytics server only describes particular events that happened within the game or the milestones the players were able to achieve. Again, any data pertaining to the identity of the player is not collected.

Information Security

All information collected as mentioned above are only used to maintain, improve, and develop the game. None of these are shared publicly with other users through the game or any other medium.

When this Privacy Policy Applies

This Privacy Policy applies upon download and use of the game. It does not cover the information practices of other organizations that may use and advertise the game.

Changes

This Privacy Policy may change from time to time. Any significant changes will be announced accordingly for appropriate transparency and user compliance.

 

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Ibigkas! Privacy Policy and End-User License Agreement

END-USER LICENSE AGREEMENT

By downloading, installing, or using Ibigkas! (referred to herein as the “Game”), you, the end-user (referred to herein by the words “you”, “your”, “yours”, and their derivatives), agree to be bound by this End-User License Agreement. This EULA establishes a legal agreement between you and the Ateneo de Manila University (referred to herein as “ADMU” or with words such as “we”, “us”, “our”, and their derivatives) with regard to the use of the Game and its Content.

Content” means the text, script, 2D assets, interactive features, and other multimedia elements you can view or access through the use of the Game.

If you do not agree with the terms and conditions listed hereof, do not download the Game.

1. Description and Use of the Game

Ibigkas! is a game for English language learning developed by ADMU, which you may download and use through a compatible electronic device, such as a smart-phone or tablet (“Device”).

At our discretion and without providing you prior notice, we reserve the right to modify the Game, including but not limited to its design, functionalities, and overall Content. Moreover, we may provide you with updates, upgrades, and/or support for the progression of the Game and its Content.

Additionally, you understand and agree that Content available in the Game is provided to you as is and is intended for entertainment and game play. Hence, it is not guaranteed that they are accurate. You, as a concurring user, should exercise judgment in your use of the Game and its Content.

2. License Grant

You are granted a personal, non-commercial license to download, install, and use the Game and to access the Content within for your use.

3. Restrictions and Ownership

Using the Game does not grant you ownership of any intellectual property rights in the Content that you access. Any form of the utilization of Content from the Game is not permitted unless requisite consent is duly obtained from ADMU. These terms do not accord you the right to own or use any distinguishing branding, trademarks, or logos used exclusively within and for the Game.

Unless awarded with a written authorization from ADMU, the provider of the Game’s Content, you shall not:

1. copy, translate, alter in any way, or create any derivative work of the Game, its Content, or any part thereof;

2. redistribute, publish, sell, or in any other way make the Game available to third parties;

3. use the Game and access its Content through any technology or technique other than those provided by default (such as but not limited to bots, automation software, or any form of hacks); or

4. attempt to remove, modify, deface, or circumvent any copyright, trademark, or proprietary notices or labels contained on or within the Game Software;

5. export or re-export the Game Software or any copy or adaptation in violation of any applicable laws or regulations;

Any rights not purposely granted to you herein are herewith reserved by ADMU as the sole and exclusive owner of all rights and titles.

4. Appropriate Conduct

You agree that you are responsible for your own conduct while using the Game and any consequences thereof. You agree to use the Game entirely for its intended purpose and only in accordance with proper and ethical public demeanor.

5. Disclaimer of Warranties

A. YOU AGREE THAT YOUR USE OF THE GAME AND ITS CONTENT SHALL BE AT YOUR OWN RISK. ADMU MAKES NO WARRANTIES ABOUT THE ACCURACY OR COMPLETENESS OF THE GAME AND ITS CONTENT.

B. TO THE FULLEST EXTENT PERMITTED BY LAW, ADMU, ITS OFFICERS, DIRECTOR, MEMBERS, DEVELOPERS, ARTISTS, EMPLOYEES, OR AGENTS DISCLAIM ANY AND ALL WARRANTIES, EXPRESSED OR IMPLIED, IN CONNECTION WITH THE GAME, ITS CONTENT, AND YOUR USE THEREOF.

C. YOU AGREE TO USE YOUR BEST JUDGEMENT AND EXERCISE UTMOST CAUTION WHENEVER APPROPRIATE.

6. Limitation of Liability

IN NO EVENT SHALL ADMU, ITS OFFICERS, DIRECTOR, MEMBERS, DEVELOPERS, ARTISTS, EMPLOYEES, OR AGENTS, UNDER THIS AGREEMENT, OR IN ANY CASE, BE LIABLE TO YOU FOR ANY PERSONAL INJURY OR ACCIDENT, PROPERTY DAMAGE, LOST OR STOLEN PROPERTY (SUCH AS BUT NOT LIMITED TO MOBILE DEVICES AND OTHER PERSONAL BELONGINGS), OR ANY FORM OF PUBLIC MISCONDUCT YOU MAY CONCEIVABLY ORCHESTRATE AS A RESULT OF YOUR USE OF THE GAME AND ITS CONTENT WHETHER BASED ON WARRANTY OR CONTRACT, AND WHETHER OR NOT ADMU IS ADVISED OF THE POSSIBILITY OF SUCH DAMAGES. THE AFORESTATED LIMITATION OF LIABILITY SHALL APPLY TO THE FULLEST EXTENT PERMITTED BY LAW IN THE APPLICABLE JURISDICTION.

FOR AVOIDANCE OF DOUBT, BY DOWNLOADING OR USING THE GAME, YOU HEREBY CONSENT TO THE PROCESSING OF ANY PERSONAL INFORMATION OR SENSITIVE PERSONAL INFORMATION, AS DEFINED UNDER REPUBLIC ACT NO. 10173 OR THE DATA PRIVACY ACT OF 2012, AS MAY BE APPLICABLE.

 


 

 

PRIVACY POLICY

Ibigkas! is a game that supports English language learning. To play the game, you will use your mobile device — phone or tablet.

This policy describes what information we collect and how they are used. As you use the game, we want you to be clear how we’re using your information.

Information We Collect, Why They Are Collected, and How They Are Protected

Collection of Data

The player agrees that ADMU may collect and use the different kinds of information explained in detail below.

Use of Data

ADMU reserves the right to use collected information for research and product improvement. ADMU will not disclose this information in a form that personally identifies the player. Identities of the users will remain anonymous.

Device Information

Device information, such as the operating system, model, processor, and memory, are collected to gather data regarding the different types of devices the game has been run on and to determine which kinds of devices are able to run the game.

Only general information about the device used is collected. Any data pertaining to the identity of the user (e.g. name, gender, age, etc.) is not obtained.

Progress / Events in the Game

These are information on the scenes the questions posed to the player, the player’s answers, and the time of each event.

The data sent to the analytics server only describes particular events within the game or the milestones the players were able to achieve. Again, any data pertaining to the identity of the player is not collected.

Information Security

All information collected as mentioned above are only used to maintain, improve, and develop the game, or for scholarly research purposes. None of these are shared publicly with other users through the game or any other medium.

When this Privacy Policy Applies

This Privacy Policy applies upon download and use of the game. It does not cover the information practices of other organizations that may use and advertise the game.

Changes

This Privacy Policy may change from time to time. Any significant changes will be announced accordingly for appropriate transparency and user compliance.

 

 

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ALLS Gets Accepted into WICCTTEE 2018

We are pleased to announce that the paper “Portraits of Underprivileged Filipino Second Language Learners: Towards the Development of Computer-based Educational gonfiabili Game” has been accepted as a short paper.

Congratulations to Rex Bringula, Jaclyn Ocumpaugh, and the JOLLY team!

 

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ALLS@ICE

The CSP organized this conference to enable local and neighboring computing educators, researchers, ICT professionals and students to interact and to share their work in computing, computer science, computer engineering, computational science, and information and communications technology (ICT). The conference features special lectures by prominent researchers and educators in the field of information and communications technology (including computing, computer science, computer engineering, computational science, and related disciplines). It also features contributed research papers on computing and ICT.

ICE 2018 is organized by the Computing Society of the Philippines (CSP)– Special Interest Group in Computing Education (CSP SIG-SpICE) and Cebu Institute of Technology University (CITU), Cebu City, Philippines. ICE2018 will be hosted by Cebu Institute of Technology University, Cebu City, Philippines, this coming October 4-6, 2018.

We are pleased to announce that 4 submissions from ALLS have been accepted for the ICE 2018. Below is the complete ALLS lineup:

  • Melquizedek Borbon and Ma. Mercedes Rodrigo . A Mobile Augmented Reality Application With User-defined Virtual Elements. [PDF]
  • Jonathan Casano, Ma. Mercedes T. Rodrigo and Eric Cesar Vidal. Using an Alternative Bluetooth Low-Energy Fingerprinting Algorithm to Position Augmented Reality Game Models in a Signal Dense Environment [PDF]
  • Rejeenald Flores, Ma. Mercedes Rodrigo and Jenilyn Agapito Wheel-spinning in a Novice Programming Context within a Meaningful Gamification System.
  • Jun Rangie Obispo, Ma. Mercedes Rodrigo and Francisco Enrique Vicente Castro. Incidence of Einstellung Effect among Programming Students and its Relationship with Achievement.

 

 

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ALLS @ JSET-AECT 2018

The JSET-AECT 2018 Summer International Research Symposium, to be held on September 7–9, 2018 at the Future University Hakodate and Takuboku-Tei,  aims to advance the work of researchers who are actively involved in the field of educational technology. It will bring together experienced and young researchers in this field to exchange and share their research results and engage in a lively discussion on issues related to their research topics.

At this symposium, the keynote speakers will introduce approaches to the design of learning environments in order to describe the factors in building a learning community and in cultivating their community of practice. These approaches can also be applied effectively to schools and local communities in order to identify the current issues and problems. For example, one approach, in particular, emphasizes the pedagogical concepts of “collaborative meta-learning” and “social motivation.”

During the symposium, Eric Cesar E. Vidal, Jr., ALLS Researcher and Ph.D. Student, will be presenting on his project entitled, Mobile Augmented-Reality Game Engine for Instructional Support.

 

MAGIS (Mobile Augmented-Reality Game Engine for Instructional Support) is an engine for producing location-based augmented-reality (AR) educational games using a smartphone or tablet.  Augmented Reality refers to real-time superimposition of virtual objects on the real world (Azuma, 1997), such as through a smartphone camera feed augmented with 3-D graphics on the smartphone’s screen.  Location-Based AR additionally considers the user’s real-world location (Reitmayr & Schmalstieg, 2003), i.e., using the smartphone’s GPS.  Location-Based AR offers a new form of learning environment where learners physically travel to locations relevant to the learning content, such as historical monuments or museum exhibits. MAGIS facilitates the development of location-based AR educational content, using a narrative-based adventure game format (Neitzel, 2005).
MAGIS has been used in two released games, Igpaw: Intramuros (Rodrigo, Caluya, Diy, & Vidal, 2015) and Igpaw: Loyola (Vidal et al., 2018 {to be published}). MAGIS’s technical framework is composed of a game scripting language, a mapping subsystem to facilitate user location tracking, a device-sensor-based AR tracking module, and an analytics subsystem capable of monitoring users’ learning progress (Vidal, Ty, Caluya, & Rodrigo, 2016). These modules are coupled with Vuforia’s vision-based AR library and the Unity game engine.
MAGIS is currently being upgraded to support newer AR technologies such as Google ARCore and Apple ARKit, as well as integrating Hand Gesture Recognition as a novel way of interacting with AR.  Usability studies are being performed on MAGIS-powered games (e.g., Rodrigo, Vidal, Caluya, Agapito, & Diy, 2016) to measure their impact on student learning and engagement.

 

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